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Merge pull request #26781 from frenzibyte/taiko-sv-v2
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Rewrite osu!taiko's time range computation logic to match 1:1 with stable
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bdach committed Jan 30, 2024
2 parents 99f4b2c + 959cc7c commit f5e7697
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Showing 2 changed files with 39 additions and 21 deletions.
20 changes: 3 additions & 17 deletions osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs
Expand Up @@ -16,7 +16,6 @@
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Rulesets.Timing;
Expand All @@ -36,6 +35,8 @@ public partial class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObj

public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;

protected new TaikoPlayfieldAdjustmentContainer PlayfieldAdjustmentContainer => (TaikoPlayfieldAdjustmentContainer)base.PlayfieldAdjustmentContainer;

protected override bool UserScrollSpeedAdjustment => false;

private SkinnableDrawable scroller;
Expand Down Expand Up @@ -68,22 +69,7 @@ protected override void Update()
TimeRange.Value = ComputeTimeRange();
}

protected virtual double ComputeTimeRange()
{
// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10;

// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
// Width is used because it defines how many notes fit on the playfield.
// We clamp the ratio to the maximum aspect ratio to keep scroll speed consistent on widths lower than the default.
float ratio = Math.Max(DrawSize.X / 768f, TaikoPlayfieldAdjustmentContainer.MAXIMUM_ASPECT);

// Stable internally increased the slider velocity of objects by a factor of `VELOCITY_MULTIPLIER`.
// To simulate this, we shrink the time range by that factor here.
// This, when combined with the rest of the scrolling ruleset machinery (see `MultiplierControlPoint` et al.),
// has the effect of increasing each multiplier control point's multiplier by `VELOCITY_MULTIPLIER`, ensuring parity with stable.
return (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate / TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
}
protected virtual double ComputeTimeRange() => PlayfieldAdjustmentContainer.ComputeTimeRange();

protected override void UpdateAfterChildren()
{
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40 changes: 36 additions & 4 deletions osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs
Expand Up @@ -4,6 +4,7 @@
using System;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.UI;
using osuTK;

Expand All @@ -14,22 +15,25 @@ public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentCont
public const float MAXIMUM_ASPECT = 16f / 9f;
public const float MINIMUM_ASPECT = 5f / 4f;

private const float stable_gamefield_height = 480f;

public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);

public TaikoPlayfieldAdjustmentContainer()
{
RelativeSizeAxes = Axes.X;
RelativePositionAxes = Axes.Y;
Height = TaikoPlayfield.BASE_HEIGHT;

// Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514
Y = 135f / stable_gamefield_height;
}

protected override void Update()
{
base.Update();

const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
// Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514
const float base_position = 135f / 480f;

float relativeHeight = base_relative_height;

Expand All @@ -51,10 +55,38 @@ protected override void Update()
// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
relativeHeight = Math.Min(relativeHeight, 1f / 3f);

Y = base_position;

Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
Width = 1 / Scale.X;
}

public double ComputeTimeRange()
{
float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;

if (LockPlayfieldAspectRange.Value)
currentAspect = Math.Clamp(currentAspect, MINIMUM_ASPECT, MAXIMUM_ASPECT);

// in a game resolution of 1024x768, stable's scrolling system consists of objects being placed 600px (widthScaled - 40) away from their hit location.
// however, the point at which the object renders at the end of the screen is exactly x=640, but stable makes the object start moving from beyond the screen instead of the boundary point.
// therefore, in lazer we have to adjust the "in length" so that it's in a 640px->160px fashion before passing it down as a "time range".
// see stable's "in length": https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L168
const float stable_hit_location = 160f;
float widthScaled = currentAspect * stable_gamefield_height;
float inLength = widthScaled - stable_hit_location;

// also in a game resolution of 1024x768, stable makes hit objects scroll from 760px->160px at a duration of 6000ms, divided by slider velocity (i.e. at a rate of 0.1px/ms)
// compare: https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L218
// note: the variable "sv", in the linked reference, is equivalent to MultiplierControlPoint.Multiplier * 100, but since time range is agnostic of velocity, we replace "sv" with 100 below.
float inMsLength = inLength / 100 * 1000;

// stable multiplies the slider velocity by 1.4x for certain reasons, divide the time range by that factor to achieve similar result.
// for references on how the factor is applied to the time range, see:
// 1. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L79 (DifficultySliderMultiplier multiplied by 1.4x)
// 2. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L468-L470 (DifficultySliderMultiplier used to calculate SliderScoringPointDistance)
// 3. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L248-L250 (SliderScoringPointDistance used to calculate slider velocity, i.e. the "sv" variable from above)
inMsLength /= TaikoBeatmapConverter.VELOCITY_MULTIPLIER;

return inMsLength;
}
}
}

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