Beispiel #1
0
        private static IReadonlyBeatmapData ReorderLineData(IReadonlyBeatmapData beatmapData)
        {
            if (beatmapData is CustomBeatmapData)
            {
                CustomBeatmapData customBeatmapData = (CustomBeatmapData)beatmapData.GetCopy();

                // there is some ambiguity with these variables but who frikkin cares
                float startHalfJumpDurationInBeats = 4;
                float maxHalfJumpDistance          = 18;
                float moveDuration = 0.5f;

                for (int i = 0; i < customBeatmapData.beatmapLinesData.Count; i++)
                {
                    BeatmapLineData beatmapLineData = customBeatmapData.beatmapLinesData[i] as BeatmapLineData;
                    foreach (BeatmapObjectData beatmapObjectData in beatmapLineData.beatmapObjectsData)
                    {
                        dynamic customData;
                        if (beatmapObjectData is CustomObstacleData || beatmapObjectData is CustomNoteData || beatmapObjectData is CustomWaypointData)
                        {
                            customData = beatmapObjectData;
                        }
                        else
                        {
                            NoodleLogger.Log("beatmapObjectData was not CustomObstacleData, CustomNoteData, or CustomWaypointData");
                            continue;
                        }

                        dynamic dynData = customData.customData;
                        float   noteJumpMovementSpeed   = (float?)Trees.at(dynData, NOTEJUMPSPEED) ?? GameplayCoreInstallerInstallBindings.CachedNoteJumpMovementSpeed;
                        float   noteJumpStartBeatOffset = (float?)Trees.at(dynData, NOTESPAWNOFFSET) ?? GameplayCoreInstallerInstallBindings.CachedNoteJumpStartBeatOffset;

                        // how do i not repeat this in a reasonable way
                        float num  = 60f / (float)Trees.at(dynData, "bpm");
                        float num2 = startHalfJumpDurationInBeats;
                        while (noteJumpMovementSpeed * num * num2 > maxHalfJumpDistance)
                        {
                            num2 /= 2f;
                        }

                        num2 += noteJumpStartBeatOffset;
                        if (num2 < 1f)
                        {
                            num2 = 1f;
                        }

                        float jumpDuration = num * num2 * 2f;
                        dynData.aheadTime = moveDuration + (jumpDuration * 0.5f);
                    }

                    _beatmapObjectsDataAccessor(ref beatmapLineData) = beatmapLineData.beatmapObjectsData.OrderBy(n => n.time - (float)((dynamic)n).customData.aheadTime).ToList();
                }

                return(customBeatmapData);
            }

            NoodleLogger.Log("beatmapData was not CustomBeatmapData", IPA.Logging.Logger.Level.Error);
            return(beatmapData);
        }
Beispiel #2
0
        private static IReadonlyBeatmapData ReorderLineData(IReadonlyBeatmapData beatmapData)
        {
            if (beatmapData is CustomBeatmapData)
            {
                CustomBeatmapData customBeatmapData = (CustomBeatmapData)beatmapData.GetCopy();

                // there is some ambiguity with these variables but who frikkin cares
                float startHalfJumpDurationInBeats = 4;
                float maxHalfJumpDistance          = 18;
                float moveDuration = 0.5f;

                for (int i = 0; i < customBeatmapData.beatmapLinesData.Count; i++)
                {
                    BeatmapLineData beatmapLineData = (BeatmapLineData)customBeatmapData.beatmapLinesData[i];
                    foreach (BeatmapObjectData beatmapObjectData in beatmapLineData.beatmapObjectsData)
                    {
                        Dictionary <string, object?> dynData = beatmapObjectData.GetDataForObject();

                        float noteJumpMovementSpeed   = dynData.Get <float?>(NOTEJUMPSPEED) ?? GameplayCoreInstallerInstallBindings.CachedNoteJumpMovementSpeed;
                        float noteJumpStartBeatOffset = dynData.Get <float?>(NOTESPAWNOFFSET) ?? GameplayCoreInstallerInstallBindings.CachedNoteJumpStartBeatOffset;

                        // how do i not repeat this in a reasonable way
                        float num  = 60f / dynData.Get <float>("bpm");
                        float num2 = startHalfJumpDurationInBeats;
                        while (noteJumpMovementSpeed * num * num2 > maxHalfJumpDistance)
                        {
                            num2 /= 2f;
                        }

                        num2 += noteJumpStartBeatOffset;
                        if (num2 < 1f)
                        {
                            num2 = 1f;
                        }

                        float jumpDuration = num * num2 * 2f;
                        dynData["aheadTime"] = moveDuration + (jumpDuration * 0.5f);
                    }

                    _beatmapObjectsDataAccessor(ref beatmapLineData) = beatmapLineData.beatmapObjectsData
                                                                       .OrderBy(n => n.time - (float)(n.GetDataForObject()["aheadTime"] ?? throw new System.InvalidOperationException($"Could not get aheadTime for [{n.GetType().FullName}] at time [{n.time}].")))
                                                                       .ToList();
                }

                return(customBeatmapData);
            }

            Logger.Log("beatmapData was not CustomBeatmapData", IPA.Logging.Logger.Level.Error);
            return(beatmapData);
        }