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Merge pull request #481 from LumpBloom7/RevampedBeatmapConverter
Implement revamped beatmap converter
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{ | ||
"dotnet.defaultSolution": "osu.Game.Rulesets.Sentakki.sln" | ||
} |
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34 changes: 34 additions & 0 deletions
34
osu.Game.Rulesets.Sentakki/Beatmaps/CompositeBeatmapConverter.cs
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using System.Linq; | ||
using System.Threading; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Objects.Types; | ||
using osu.Game.Rulesets.Sentakki.Beatmaps.Converter; | ||
using osu.Game.Rulesets.Sentakki.Objects; | ||
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namespace osu.Game.Rulesets.Sentakki.Beatmaps; | ||
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public class CompositeBeatmapConverter : BeatmapConverter<SentakkiHitObject> | ||
{ | ||
public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition); | ||
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public ConversionFlags flags; | ||
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private Ruleset ruleset; | ||
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public CompositeBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) : base(beatmap, ruleset) | ||
{ | ||
this.ruleset = ruleset; | ||
} | ||
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protected override Beatmap<SentakkiHitObject> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken) | ||
{ | ||
BeatmapConverter<SentakkiHitObject> converter; | ||
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if (flags.HasFlag(ConversionFlags.oldConverter)) | ||
converter = new SentakkiBeatmapConverterOld(original, ruleset) { ConversionFlags = flags }; | ||
else | ||
converter = new SentakkiBeatmapConverter(original, ruleset) { ConversionFlags = flags }; | ||
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return ((SentakkiBeatmap)converter.Convert(cancellationToken)) ?? base.ConvertBeatmap(original, cancellationToken); | ||
} | ||
} |
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14
osu.Game.Rulesets.Sentakki/Beatmaps/Converter/ConversionExperiments.cs
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using System; | ||
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namespace osu.Game.Rulesets.Sentakki.Beatmaps.Converter; | ||
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[Flags] | ||
public enum ConversionFlags | ||
{ | ||
none = 0, | ||
twinNotes = 1, | ||
twinSlides = 2, | ||
fanSlides = 4, | ||
oldConverter = 8, | ||
disableCompositeSlides = 16 | ||
} |
24 changes: 24 additions & 0 deletions
24
osu.Game.Rulesets.Sentakki/Beatmaps/Converter/SentakkiBeatmapConverter.HitCircle.cs
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using System.Linq; | ||
using osu.Game.Audio; | ||
using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Sentakki.Objects; | ||
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namespace osu.Game.Rulesets.Sentakki.Beatmaps.Converter; | ||
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public partial class SentakkiBeatmapConverter | ||
{ | ||
private Tap convertHitCircle(HitObject original) | ||
{ | ||
bool isBreak = original.Samples.Any(s => s.Name == HitSampleInfo.HIT_FINISH); | ||
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Tap result = new Tap | ||
{ | ||
Lane = currentLane.NormalizePath(), | ||
Samples = original.Samples, | ||
StartTime = original.StartTime, | ||
Break = isBreak | ||
}; | ||
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return result; | ||
} | ||
} |
192 changes: 192 additions & 0 deletions
192
osu.Game.Rulesets.Sentakki/Beatmaps/Converter/SentakkiBeatmapConverter.Slider.cs
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Threading; | ||
using osu.Game.Audio; | ||
using osu.Game.Beatmaps.ControlPoints; | ||
using osu.Game.Beatmaps.Legacy; | ||
using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Objects.Types; | ||
using osu.Game.Rulesets.Sentakki.Extensions; | ||
using osu.Game.Rulesets.Sentakki.Objects; | ||
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namespace osu.Game.Rulesets.Sentakki.Beatmaps.Converter; | ||
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public partial class SentakkiBeatmapConverter | ||
{ | ||
private SentakkiHitObject convertSlider(HitObject original) | ||
{ | ||
double duration = ((IHasDuration)original).Duration; | ||
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var slider = (IHasPathWithRepeats)original; | ||
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bool isSuitableSlider = !isLazySlider(original); | ||
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bool isBreak = slider.NodeSamples[0].Any(s => s.Name == HitSampleInfo.HIT_FINISH); | ||
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if (isSuitableSlider) | ||
{ | ||
var slide = tryConvertToSlide(original, currentLane); | ||
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if (slide is not null) | ||
return slide.Value.Item1; | ||
} | ||
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var hold = new Hold | ||
{ | ||
Lane = currentLane = currentLane.NormalizePath(), | ||
Break = isBreak, | ||
StartTime = original.StartTime, | ||
Duration = duration, | ||
NodeSamples = slider.NodeSamples, | ||
}; | ||
return hold; | ||
} | ||
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private (Slide, int endLane)? tryConvertToSlide(HitObject original, int lane) | ||
{ | ||
var nodeSamples = ((IHasPathWithRepeats)original).NodeSamples; | ||
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var selectedPath = chooseSlidePartFor(original); | ||
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if (selectedPath is null) | ||
return null; | ||
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bool tailBreak = nodeSamples.Last().Any(s => s.Name == HitSampleInfo.HIT_FINISH); | ||
bool headBreak = nodeSamples.First().Any(s => s.Name == HitSampleInfo.HIT_FINISH); | ||
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int endOffset = selectedPath.Sum(p => p.EndOffset); | ||
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int end = lane + endOffset; | ||
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var slide = new Slide | ||
{ | ||
SlideInfoList = new List<SlideBodyInfo>() | ||
{ | ||
new SlideBodyInfo | ||
{ | ||
SlidePathParts = selectedPath, | ||
Duration = ((IHasDuration)original).Duration, | ||
Break = tailBreak, | ||
ShootDelay = 0.5f, | ||
} | ||
}, | ||
Lane = lane.NormalizePath(), | ||
StartTime = original.StartTime, | ||
NodeSamples = nodeSamples, | ||
Break = headBreak | ||
}; | ||
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return (slide, end); | ||
} | ||
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private SlideBodyPart[]? chooseSlidePartFor(HitObject original) | ||
{ | ||
double velocity = original is IHasSliderVelocity slider ? (slider.SliderVelocityMultiplier * beatmap.Difficulty.SliderMultiplier) : 1; | ||
double duration = ((IHasDuration)original).Duration; | ||
double adjustedDuration = duration * velocity; | ||
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var candidates = SlidePaths.VALIDPATHS.AsEnumerable(); | ||
if (!ConversionFlags.HasFlag(ConversionFlags.fanSlides)) | ||
candidates = candidates.Where(p => p.SlidePart.Shape != SlidePaths.PathShapes.Fan); | ||
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if (!ConversionFlags.HasFlag(ConversionFlags.disableCompositeSlides)) | ||
{ | ||
List<SlideBodyPart> parts = new List<SlideBodyPart>(); | ||
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double durationLeft = duration; | ||
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SlideBodyPart? lastPart = null; | ||
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double velocityAdjustmentFactor = 1 + (0.5 / velocity); | ||
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while (true) | ||
{ | ||
var nextChoices = candidates.Where(p => p.MinDuration * velocityAdjustmentFactor < durationLeft) | ||
.Shuffle(rng) | ||
.SkipWhile(p => p.SlidePart.Shape == SlidePaths.PathShapes.Circle && !isValidCircleComposition(p.SlidePart, lastPart)); | ||
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if (!nextChoices.Any()) | ||
break; | ||
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var chosen = nextChoices.First(); | ||
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durationLeft -= chosen.MinDuration * velocityAdjustmentFactor; | ||
parts.Add((lastPart = chosen.SlidePart).Value); | ||
} | ||
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if (!parts.Any()) | ||
return null; | ||
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return parts.ToArray(); | ||
} | ||
else | ||
{ | ||
// Find the part that is the closest | ||
return new[] | ||
{ | ||
candidates.GroupBy(t => getDelta(t.MinDuration)) | ||
.OrderBy(g => g.Key) | ||
.Take(5) | ||
.ProbabilityPick(t => t.Key, rng) | ||
.Shuffle(rng) | ||
.First() | ||
.SlidePart | ||
}; | ||
} | ||
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double getDelta(double d) | ||
{ | ||
double diff = adjustedDuration - (d * 2); | ||
if (diff > 0) diff *= 3; // We don't want to overly favor longer slides when a shorter one is available | ||
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return Math.Round(Math.Abs(diff) * 0.02) * 100; // Round to nearest 100ms | ||
} | ||
} | ||
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private static bool isValidCircleComposition(SlideBodyPart part, SlideBodyPart? previousPart) | ||
{ | ||
if (previousPart is null) | ||
return true; | ||
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if (previousPart.Value.Shape != SlidePaths.PathShapes.Circle) | ||
return true; | ||
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if (part.Mirrored != previousPart.Value.Mirrored) | ||
return true; | ||
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return previousPart.Value.EndOffset == 0; | ||
} | ||
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// This checks whether a slider can be completed without moving the mouse at all. | ||
private bool isLazySlider(HitObject hitObject) | ||
{ | ||
const float follow_radius_scale = 2.4f; | ||
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if (hitObject is not IHasPathWithRepeats slider) | ||
return false; | ||
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float distanceCutoffSquared = MathF.Pow(circleRadius * follow_radius_scale, 2); | ||
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double spanDuration = slider.Duration / (slider.RepeatCount + 1); | ||
var difficulty = beatmap.BeatmapInfo.Difficulty; | ||
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var controlPointInfo = (LegacyControlPointInfo)beatmap.ControlPointInfo; | ||
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(hitObject.StartTime); | ||
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double sliderVelocity = (hitObject is IHasSliderVelocity sv) ? sv.SliderVelocityMultiplier : DifficultyControlPoint.DEFAULT.SliderVelocity; | ||
double scoringDistance = 100 * difficulty.SliderMultiplier * sliderVelocity; | ||
double velocity = scoringDistance / timingPoint.BeatLength; | ||
double tickDistance = scoringDistance / difficulty.SliderTickRate; | ||
double legacyLastTickOffset = (hitObject as IHasLegacyLastTickOffset)?.LegacyLastTickOffset ?? 0; | ||
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var sliderEvents = SliderEventGenerator.Generate(hitObject.StartTime, spanDuration, velocity, tickDistance, slider.Path.Distance, slider.RepeatCount + 1, legacyLastTickOffset, | ||
CancellationToken.None); | ||
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var sliderOrigin = slider.Path.PositionAt(0); | ||
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// Check if any events such as ticks or repeats are a certain distance from the origin, requiring a cursor move. | ||
return sliderEvents.All(e => !((slider.Path.PositionAt(e.PathProgress) - sliderOrigin).LengthSquared >= distanceCutoffSquared)); | ||
} | ||
} |
18 changes: 18 additions & 0 deletions
18
osu.Game.Rulesets.Sentakki/Beatmaps/Converter/SentakkiBeatmapConverter.Spinner.cs
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using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Objects.Types; | ||
using osu.Game.Rulesets.Sentakki.Objects; | ||
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namespace osu.Game.Rulesets.Sentakki.Beatmaps.Converter; | ||
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public partial class SentakkiBeatmapConverter | ||
{ | ||
private SentakkiHitObject convertSpinner(HitObject original) | ||
{ | ||
return new TouchHold | ||
{ | ||
StartTime = original.StartTime, | ||
Samples = original.Samples, | ||
Duration = ((IHasDuration)original).Duration | ||
}; | ||
} | ||
} |
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