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Ez2Lazer/osu.Game.Rulesets.Taiko/Mods/TaikoModSimplifiedRhythm.cs

131 lines
5.0 KiB
C#

// 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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModSimplifiedRhythm : Mod, IApplicableToBeatmap
{
public override string Name => "Simplified Rhythm";
public override string Acronym => "SR";
public override double ScoreMultiplier => 0.6;
public override LocalisableString Description => "Simplify tricky rhythms!";
public override ModType Type => ModType.DifficultyReduction;
[SettingSource("1/3 to 1/2 conversion", "Converts 1/3 patterns to 1/2 rhythm.")]
public Bindable<bool> OneThirdConversion { get; } = new BindableBool();
[SettingSource("1/6 to 1/4 conversion", "Converts 1/6 patterns to 1/4 rhythm.")]
public Bindable<bool> OneSixthConversion { get; } = new BindableBool(true);
[SettingSource("1/8 to 1/4 conversion", "Converts 1/8 patterns to 1/4 rhythm.")]
public Bindable<bool> OneEighthConversion { get; } = new BindableBool();
public void ApplyToBeatmap(IBeatmap beatmap)
{
var taikoBeatmap = (TaikoBeatmap)beatmap;
var controlPointInfo = taikoBeatmap.ControlPointInfo;
Hit[] hits = taikoBeatmap.HitObjects.Where(obj => obj is Hit).Cast<Hit>().ToArray();
if (hits.Length == 0)
return;
var conversions = new List<(int, int)>();
if (OneEighthConversion.Value) conversions.Add((8, 4));
if (OneSixthConversion.Value) conversions.Add((6, 4));
if (OneThirdConversion.Value) conversions.Add((3, 2));
bool inPattern = false;
foreach ((int baseRhythm, int adjustedRhythm) in conversions)
{
int patternStartIndex = 0;
for (int i = 1; i < hits.Length; i++)
{
double snapValue = getSnapBetweenNotes(controlPointInfo, hits[i - 1], hits[i]);
if (inPattern)
{
// pattern continues
if (snapValue == baseRhythm) continue;
inPattern = false;
processPattern(i);
}
else
{
if (snapValue == baseRhythm)
{
patternStartIndex = i - 1;
inPattern = true;
}
}
}
// Process the last pattern if we reached the end of the beatmap and are still in a pattern.
if (inPattern)
processPattern(hits.Length);
void processPattern(int patternEndIndex)
{
// Iterate through the pattern
for (int j = patternStartIndex; j < patternEndIndex; j++)
{
int indexInPattern = j - patternStartIndex;
switch (baseRhythm)
{
// 1/8: Remove every second note
case 8:
{
if (indexInPattern % 2 == 1)
{
taikoBeatmap.HitObjects.Remove(hits[j]);
}
break;
}
// 1/6 and 1/3: Remove every second note and adjust time of every third
case 6:
case 3:
{
if (indexInPattern % 3 == 1)
taikoBeatmap.HitObjects.Remove(hits[j]);
else if (indexInPattern % 3 == 2)
hits[j].StartTime = hits[j + 1].StartTime - controlPointInfo.TimingPointAt(hits[j].StartTime).BeatLength / adjustedRhythm;
break;
}
default:
throw new ArgumentOutOfRangeException(nameof(baseRhythm));
}
}
}
}
}
private int getSnapBetweenNotes(ControlPointInfo controlPointInfo, Hit currentNote, Hit nextNote)
{
var currentTimingPoint = controlPointInfo.TimingPointAt(currentNote.StartTime);
return controlPointInfo.GetClosestBeatDivisor(currentTimingPoint.Time + (nextNote.StartTime - currentNote.StartTime));
}
}
}