Path: blob/master/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. 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.ControlPoints; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm; using osu.Game.Rulesets.Taiko.Difficulty.Utils; namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing { /// <summary> /// Represents a single hit object in taiko difficulty calculation. /// </summary> public class TaikoDifficultyHitObject : DifficultyHitObject, IHasInterval { /// <summary> /// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap. /// </summary> private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects; /// <summary> /// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="monoDifficultyHitObjects"/>. /// </summary> public readonly int MonoIndex; /// <summary> /// The list of all <see cref="TaikoDifficultyHitObject"/> that is either a regular note or finisher in the beatmap /// </summary> private readonly IReadOnlyList<TaikoDifficultyHitObject> noteDifficultyHitObjects; /// <summary> /// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="noteDifficultyHitObjects"/>. /// </summary> public readonly int NoteIndex; /// <summary> /// Rhythm data used by <see cref="RhythmEvaluator"/>. /// This is populated via <see cref="TaikoRhythmDifficultyPreprocessor"/>. /// </summary> public readonly TaikoRhythmData RhythmData; /// <summary> /// Colour data used by <see cref="ColourEvaluator"/> and <see cref="StaminaEvaluator"/>. /// This is populated via <see cref="TaikoColourDifficultyPreprocessor"/>. /// </summary> public readonly TaikoColourData ColourData; /// <summary> /// The adjusted BPM of this hit object, based on its slider velocity and scroll speed. /// </summary> public double EffectiveBPM; /// <summary> /// Creates a new difficulty hit object. /// </summary> /// <param name="hitObject">The gameplay <see cref="HitObject"/> associated with this difficulty object.</param> /// <param name="lastObject">The gameplay <see cref="HitObject"/> preceding <paramref name="hitObject"/>.</param> /// <param name="clockRate">The rate of the gameplay clock. Modified by speed-changing mods.</param> /// <param name="objects">The list of all <see cref="DifficultyHitObject"/>s in the current beatmap.</param> /// <param name="centreHitObjects">The list of centre (don) <see cref="DifficultyHitObject"/>s in the current beatmap.</param> /// <param name="rimHitObjects">The list of rim (kat) <see cref="DifficultyHitObject"/>s in the current beatmap.</param> /// <param name="noteObjects">The list of <see cref="DifficultyHitObject"/>s that is a hit (i.e. not a drumroll or swell) in the current beatmap.</param> /// <param name="index">The position of this <see cref="DifficultyHitObject"/> in the <paramref name="objects"/> list.</param> /// <param name="controlPointInfo">The control point info of the beatmap.</param> /// <param name="globalSliderVelocity">The global slider velocity of the beatmap.</param> public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, List<TaikoDifficultyHitObject> centreHitObjects, List<TaikoDifficultyHitObject> rimHitObjects, List<TaikoDifficultyHitObject> noteObjects, int index, ControlPointInfo controlPointInfo, double globalSliderVelocity) : base(hitObject, lastObject, clockRate, objects, index) { noteDifficultyHitObjects = noteObjects; ColourData = new TaikoColourData(); RhythmData = new TaikoRhythmData(this); if (hitObject is Hit hit) { switch (hit.Type) { case HitType.Centre: MonoIndex = centreHitObjects.Count; centreHitObjects.Add(this); monoDifficultyHitObjects = centreHitObjects; break; case HitType.Rim: MonoIndex = rimHitObjects.Count; rimHitObjects.Add(this); monoDifficultyHitObjects = rimHitObjects; break; } NoteIndex = noteObjects.Count; noteObjects.Add(this); } // Using `hitObject.StartTime` causes floating point error differences double normalisedStartTime = StartTime * clockRate; // Retrieve the timing point at the note's start time TimingControlPoint currentControlPoint = controlPointInfo.TimingPointAt(normalisedStartTime); // Calculate the slider velocity at the note's start time. double currentSliderVelocity = calculateSliderVelocity(controlPointInfo, globalSliderVelocity, normalisedStartTime, clockRate); EffectiveBPM = currentControlPoint.BPM * currentSliderVelocity; } /// <summary> /// Calculates the slider velocity based on control point info and clock rate. /// </summary> private static double calculateSliderVelocity(ControlPointInfo controlPointInfo, double globalSliderVelocity, double startTime, double clockRate) { var activeEffectControlPoint = controlPointInfo.EffectPointAt(startTime); return globalSliderVelocity * (activeEffectControlPoint.ScrollSpeed) * clockRate; } public TaikoDifficultyHitObject? PreviousMono(int backwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex - (backwardsIndex + 1)); public TaikoDifficultyHitObject? NextMono(int forwardsIndex) => monoDifficultyHitObjects?.ElementAtOrDefault(MonoIndex + (forwardsIndex + 1)); public TaikoDifficultyHitObject? PreviousNote(int backwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex - (backwardsIndex + 1)); public TaikoDifficultyHitObject? NextNote(int forwardsIndex) => noteDifficultyHitObjects.ElementAtOrDefault(NoteIndex + (forwardsIndex + 1)); public double Interval => DeltaTime; } }