/
ManiaBeatmapConverter.cs
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/
ManiaBeatmapConverter.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Mania.Objects;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Threading;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Utils;
using osuTK;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
public class ManiaBeatmapConverter : BeatmapConverter<ManiaHitObject>
{
/// <summary>
/// Maximum number of previous notes to consider for density calculation.
/// </summary>
private const int max_notes_for_density = 7;
/// <summary>
/// The total number of columns.
/// </summary>
public int TotalColumns => TargetColumns * (Dual ? 2 : 1);
/// <summary>
/// The number of columns per-stage.
/// </summary>
public int TargetColumns;
/// <summary>
/// Whether to double the number of stages.
/// </summary>
public bool Dual;
/// <summary>
/// Whether the beatmap instantiated with is for the mania ruleset.
/// </summary>
public readonly bool IsForCurrentRuleset;
// Internal for testing purposes
internal readonly LegacyRandom Random;
private Pattern lastPattern = new Pattern();
public ManiaBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
: this(beatmap, LegacyBeatmapConversionDifficultyInfo.FromBeatmap(beatmap), ruleset)
{
}
private ManiaBeatmapConverter(IBeatmap? beatmap, LegacyBeatmapConversionDifficultyInfo difficulty, Ruleset ruleset)
: base(beatmap!, ruleset)
{
IsForCurrentRuleset = difficulty.SourceRuleset.Equals(ruleset.RulesetInfo);
Random = new LegacyRandom((int)MathF.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)MathF.Round(difficulty.ApproachRate));
TargetColumns = getColumnCount(difficulty);
if (IsForCurrentRuleset && TargetColumns > ManiaRuleset.MAX_STAGE_KEYS)
{
TargetColumns /= 2;
Dual = true;
}
static int getColumnCount(LegacyBeatmapConversionDifficultyInfo difficulty)
{
double roundedCircleSize = Math.Round(difficulty.CircleSize);
if (difficulty.SourceRuleset.ShortName == ManiaRuleset.SHORT_NAME)
return (int)Math.Max(1, roundedCircleSize);
double roundedOverallDifficulty = Math.Round(difficulty.OverallDifficulty);
if (difficulty.TotalObjectCount > 0 && difficulty.EndTimeObjectCount >= 0)
{
int countSliderOrSpinner = difficulty.EndTimeObjectCount;
// In osu!stable, this division appears as if it happens on floats, but due to release-mode
// optimisations, it actually ends up happening on doubles.
double percentSpecialObjects = (double)countSliderOrSpinner / difficulty.TotalObjectCount;
if (percentSpecialObjects < 0.2)
return 7;
if (percentSpecialObjects < 0.3 || roundedCircleSize >= 5)
return roundedOverallDifficulty > 5 ? 7 : 6;
if (percentSpecialObjects > 0.6)
return roundedOverallDifficulty > 4 ? 5 : 4;
}
return Math.Max(4, Math.Min((int)roundedOverallDifficulty + 1, 7));
}
}
public static int GetColumnCount(LegacyBeatmapConversionDifficultyInfo difficulty, IReadOnlyList<Mod>? mods = null)
{
var converter = new ManiaBeatmapConverter(null, difficulty, new ManiaRuleset());
if (mods != null)
{
foreach (var m in mods.OfType<IApplicableToBeatmapConverter>())
m.ApplyToBeatmapConverter(converter);
}
return converter.TotalColumns;
}
public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasXPosition);
protected override Beatmap<ManiaHitObject> CreateBeatmap()
{
ManiaBeatmap beatmap = new ManiaBeatmap(new StageDefinition(TargetColumns));
if (Dual)
beatmap.Stages.Add(new StageDefinition(TargetColumns));
return beatmap;
}
protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken)
{
if (original is ManiaHitObject maniaOriginal)
{
yield return maniaOriginal;
yield break;
}
var objects = IsForCurrentRuleset ? generateSpecific(original, beatmap) : generateConverted(original, beatmap);
foreach (ManiaHitObject obj in objects)
yield return obj;
}
private readonly LimitedCapacityQueue<double> prevNoteTimes = new LimitedCapacityQueue<double>(max_notes_for_density);
private double density = int.MaxValue;
private void computeDensity(double newNoteTime)
{
prevNoteTimes.Enqueue(newNoteTime);
if (prevNoteTimes.Count >= 2)
density = (prevNoteTimes[^1] - prevNoteTimes[0]) / prevNoteTimes.Count;
}
private double lastTime;
private Vector2 lastPosition;
private PatternType lastStair = PatternType.Stair;
private void recordNote(double time, Vector2 position)
{
lastTime = time;
lastPosition = position;
}
/// <summary>
/// Method that generates hit objects for osu!mania specific beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original, IBeatmap originalBeatmap)
{
var generator = new SpecificBeatmapPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
foreach (var newPattern in generator.Generate())
{
lastPattern = newPattern;
foreach (var obj in newPattern.HitObjects)
yield return obj;
}
}
/// <summary>
/// Method that generates hit objects for non-osu!mania beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <param name="originalBeatmap">The original beatmap. This is used to look-up any values dependent on a fully-loaded beatmap.</param>
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateConverted(HitObject original, IBeatmap originalBeatmap)
{
Patterns.PatternGenerator? conversion = null;
switch (original)
{
case IHasPath:
{
var generator = new PathObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
conversion = generator;
var positionData = original as IHasPosition;
for (int i = 0; i <= generator.SpanCount; i++)
{
double time = original.StartTime + generator.SegmentDuration * i;
recordNote(time, positionData?.Position ?? Vector2.Zero);
computeDensity(time);
}
break;
}
case IHasDuration endTimeData:
{
conversion = new EndTimeObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern);
recordNote(endTimeData.EndTime, new Vector2(256, 192));
computeDensity(endTimeData.EndTime);
break;
}
case IHasPosition positionData:
{
computeDensity(original.StartTime);
conversion = new HitObjectPatternGenerator(Random, original, originalBeatmap, TotalColumns, lastPattern, lastTime, lastPosition, density, lastStair);
recordNote(original.StartTime, positionData.Position);
break;
}
}
if (conversion == null)
yield break;
foreach (var newPattern in conversion.Generate())
{
lastPattern = conversion is EndTimeObjectPatternGenerator ? lastPattern : newPattern;
lastStair = (conversion as HitObjectPatternGenerator)?.StairType ?? lastStair;
foreach (var obj in newPattern.HitObjects)
yield return obj;
}
}
/// <summary>
/// A pattern generator for osu!mania-specific beatmaps.
/// </summary>
private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
{
public SpecificBeatmapPatternGenerator(LegacyRandom random, HitObject hitObject, IBeatmap beatmap, int totalColumns, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern, totalColumns)
{
}
public override IEnumerable<Pattern> Generate()
{
yield return generate();
}
private Pattern generate()
{
var positionData = HitObject as IHasXPosition;
int column = GetColumn(positionData?.X ?? 0);
var pattern = new Pattern();
if (HitObject is IHasDuration endTimeData)
{
pattern.Add(new HoldNote
{
StartTime = HitObject.StartTime,
Duration = endTimeData.Duration,
Column = column,
Samples = HitObject.Samples,
NodeSamples = (HitObject as IHasRepeats)?.NodeSamples ?? defaultNodeSamples
});
}
else if (HitObject is IHasXPosition)
{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
return pattern;
}
/// <remarks>
/// osu!mania-specific beatmaps in stable only play samples at the start of the hold note.
/// </remarks>
private List<IList<HitSampleInfo>> defaultNodeSamples
=> new List<IList<HitSampleInfo>>
{
HitObject.Samples,
new List<HitSampleInfo>()
};
}
}
}