// 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; using osu.Game.Replays; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Replays { public abstract class AutoGenerator { /// <summary> /// The default duration of a key press in milliseconds. /// </summary> public const double KEY_UP_DELAY = 50; /// <summary> /// The beatmap the autoplay is generated for. /// </summary> protected IBeatmap Beatmap { get; } protected AutoGenerator(IBeatmap beatmap) { Beatmap = beatmap; } /// <summary> /// Generate the replay of the autoplay. /// </summary> public abstract Replay Generate(); protected virtual HitObject? GetNextObject(int currentIndex) { if (currentIndex >= Beatmap.HitObjects.Count - 1) return null; return Beatmap.HitObjects[currentIndex + 1]; } } public abstract class AutoGenerator<TFrame> : AutoGenerator where TFrame : ReplayFrame { /// <summary> /// The replay frames of the autoplay. /// </summary> protected readonly List<TFrame> Frames = new List<TFrame>(); protected TFrame? LastFrame => Frames.Count == 0 ? null : Frames[^1]; protected AutoGenerator(IBeatmap beatmap) : base(beatmap) { } public sealed override Replay Generate() { Frames.Clear(); GenerateFrames(); return new Replay { Frames = Frames.OrderBy(frame => frame.Time).Cast<ReplayFrame>().ToList() }; } /// <summary> /// Generate the replay frames of the autoplay and populate <see cref="Frames"/>. /// </summary> protected abstract void GenerateFrames(); } }