osu/osu.Game.Rulesets.Mania/ManiaRuleset.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.
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using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Beatmaps.Legacy;
using osu.Game.Configuration;
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using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Filter;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Difficulty;
using osu.Game.Rulesets.Mania.Edit;
using osu.Game.Rulesets.Mania.Edit.Setup;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mania.Skinning.Legacy;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
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using osu.Game.Scoring;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Ranking.Statistics;
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namespace osu.Game.Rulesets.Mania
{
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public class ManiaRuleset : Ruleset, ILegacyRuleset
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{
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/// <summary>
/// The maximum number of supported keys in a single stage.
/// </summary>
public const int MAX_STAGE_KEYS = 10;
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableManiaRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime, 0.5);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
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public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new ManiaPerformanceCalculator(this, attributes, score);
public const string SHORT_NAME = "mania";
public override HitObjectComposer CreateHitObjectComposer() => new ManiaHitObjectComposer(this);
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public override ISkin CreateLegacySkinProvider(ISkin skin, IBeatmap beatmap) => new ManiaLegacySkinTransformer(skin, beatmap);
public override IEnumerable<Mod> ConvertFromLegacyMods(LegacyMods mods)
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{
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if (mods.HasFlagFast(LegacyMods.Nightcore))
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yield return new ManiaModNightcore();
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else if (mods.HasFlagFast(LegacyMods.DoubleTime))
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yield return new ManiaModDoubleTime();
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if (mods.HasFlagFast(LegacyMods.Perfect))
yield return new ManiaModPerfect();
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else if (mods.HasFlagFast(LegacyMods.SuddenDeath))
yield return new ManiaModSuddenDeath();
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if (mods.HasFlagFast(LegacyMods.Cinema))
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yield return new ManiaModCinema();
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else if (mods.HasFlagFast(LegacyMods.Autoplay))
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yield return new ManiaModAutoplay();
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if (mods.HasFlagFast(LegacyMods.Easy))
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yield return new ManiaModEasy();
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if (mods.HasFlagFast(LegacyMods.FadeIn))
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yield return new ManiaModFadeIn();
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if (mods.HasFlagFast(LegacyMods.Flashlight))
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yield return new ManiaModFlashlight();
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if (mods.HasFlagFast(LegacyMods.HalfTime))
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yield return new ManiaModHalfTime();
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if (mods.HasFlagFast(LegacyMods.HardRock))
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yield return new ManiaModHardRock();
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if (mods.HasFlagFast(LegacyMods.Hidden))
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yield return new ManiaModHidden();
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if (mods.HasFlagFast(LegacyMods.Key1))
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yield return new ManiaModKey1();
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if (mods.HasFlagFast(LegacyMods.Key2))
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yield return new ManiaModKey2();
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if (mods.HasFlagFast(LegacyMods.Key3))
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yield return new ManiaModKey3();
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if (mods.HasFlagFast(LegacyMods.Key4))
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yield return new ManiaModKey4();
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if (mods.HasFlagFast(LegacyMods.Key5))
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yield return new ManiaModKey5();
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if (mods.HasFlagFast(LegacyMods.Key6))
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yield return new ManiaModKey6();
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if (mods.HasFlagFast(LegacyMods.Key7))
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yield return new ManiaModKey7();
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if (mods.HasFlagFast(LegacyMods.Key8))
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yield return new ManiaModKey8();
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if (mods.HasFlagFast(LegacyMods.Key9))
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yield return new ManiaModKey9();
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if (mods.HasFlagFast(LegacyMods.KeyCoop))
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yield return new ManiaModDualStages();
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if (mods.HasFlagFast(LegacyMods.NoFail))
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yield return new ManiaModNoFail();
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if (mods.HasFlagFast(LegacyMods.Random))
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yield return new ManiaModRandom();
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if (mods.HasFlagFast(LegacyMods.Mirror))
yield return new ManiaModMirror();
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}
public override LegacyMods ConvertToLegacyMods(Mod[] mods)
{
var value = base.ConvertToLegacyMods(mods);
foreach (var mod in mods)
{
switch (mod)
{
case ManiaModKey1 _:
value |= LegacyMods.Key1;
break;
case ManiaModKey2 _:
value |= LegacyMods.Key2;
break;
case ManiaModKey3 _:
value |= LegacyMods.Key3;
break;
case ManiaModKey4 _:
value |= LegacyMods.Key4;
break;
case ManiaModKey5 _:
value |= LegacyMods.Key5;
break;
case ManiaModKey6 _:
value |= LegacyMods.Key6;
break;
case ManiaModKey7 _:
value |= LegacyMods.Key7;
break;
case ManiaModKey8 _:
value |= LegacyMods.Key8;
break;
case ManiaModKey9 _:
value |= LegacyMods.Key9;
break;
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case ManiaModDualStages _:
value |= LegacyMods.KeyCoop;
break;
case ManiaModFadeIn _:
value |= LegacyMods.FadeIn;
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value &= ~LegacyMods.Hidden; // this is toggled on in the base call due to inheritance, but we don't want that.
break;
case ManiaModMirror _:
value |= LegacyMods.Mirror;
break;
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case ManiaModRandom _:
value |= LegacyMods.Random;
break;
}
}
return value;
}
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public override IEnumerable<Mod> GetModsFor(ModType type)
{
switch (type)
{
case ModType.DifficultyReduction:
return new Mod[]
{
new ManiaModEasy(),
new ManiaModNoFail(),
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new MultiMod(new ManiaModHalfTime(), new ManiaModDaycore()),
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};
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case ModType.DifficultyIncrease:
return new Mod[]
{
new ManiaModHardRock(),
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new MultiMod(new ManiaModSuddenDeath(), new ManiaModPerfect()),
new MultiMod(new ManiaModDoubleTime(), new ManiaModNightcore()),
new MultiMod(new ManiaModFadeIn(), new ManiaModHidden()),
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new ManiaModFlashlight(),
};
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case ModType.Conversion:
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return new Mod[]
{
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new MultiMod(new ManiaModKey4(),
new ManiaModKey5(),
new ManiaModKey6(),
new ManiaModKey7(),
new ManiaModKey8(),
new ManiaModKey9(),
new ManiaModKey10(),
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new ManiaModKey1(),
new ManiaModKey2(),
new ManiaModKey3()),
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new ManiaModRandom(),
new ManiaModDualStages(),
new ManiaModMirror(),
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new ManiaModDifficultyAdjust(),
new ManiaModClassic(),
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new ManiaModInvert(),
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new ManiaModConstantSpeed()
};
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case ModType.Automation:
return new Mod[]
{
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new MultiMod(new ManiaModAutoplay(), new ManiaModCinema()),
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};
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case ModType.Fun:
return new Mod[]
{
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new MultiMod(new ModWindUp(), new ModWindDown()),
new ManiaModMuted(),
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};
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default:
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return Array.Empty<Mod>();
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}
}
public override string Description => "osu!mania";
public override string ShortName => SHORT_NAME;
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public override string PlayingVerb => "Smashing keys";
public override Drawable CreateIcon() => new SpriteIcon { Icon = OsuIcon.RulesetMania };
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public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new ManiaDifficultyCalculator(RulesetInfo, beatmap);
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public int LegacyID => 3;
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public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new ManiaReplayFrame();
public override IRulesetConfigManager CreateConfig(SettingsStore settings) => new ManiaRulesetConfigManager(settings, RulesetInfo);
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public override RulesetSettingsSubsection CreateSettings() => new ManiaSettingsSubsection(this);
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public override IEnumerable<int> AvailableVariants
{
get
{
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for (int i = 1; i <= MAX_STAGE_KEYS; i++)
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yield return (int)PlayfieldType.Single + i;
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for (int i = 2; i <= MAX_STAGE_KEYS * 2; i += 2)
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yield return (int)PlayfieldType.Dual + i;
}
}
public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
{
switch (getPlayfieldType(variant))
{
case PlayfieldType.Single:
return new SingleStageVariantGenerator(variant).GenerateMappings();
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case PlayfieldType.Dual:
return new DualStageVariantGenerator(getDualStageKeyCount(variant)).GenerateMappings();
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}
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return Array.Empty<KeyBinding>();
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}
public override string GetVariantName(int variant)
{
switch (getPlayfieldType(variant))
{
default:
return $"{variant}K";
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case PlayfieldType.Dual:
{
int keys = getDualStageKeyCount(variant);
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return $"{keys}K + {keys}K";
}
}
}
/// <summary>
/// Finds the number of keys for each stage in a <see cref="PlayfieldType.Dual"/> variant.
/// </summary>
/// <param name="variant">The variant.</param>
private int getDualStageKeyCount(int variant) => (variant - (int)PlayfieldType.Dual) / 2;
/// <summary>
/// Finds the <see cref="PlayfieldType"/> that corresponds to a variant value.
/// </summary>
/// <param name="variant">The variant value.</param>
/// <returns>The <see cref="PlayfieldType"/> that corresponds to <paramref name="variant"/>.</returns>
private PlayfieldType getPlayfieldType(int variant)
{
return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
}
protected override IEnumerable<HitResult> GetValidHitResults()
{
return new[]
{
HitResult.Perfect,
HitResult.Great,
HitResult.Good,
HitResult.Ok,
HitResult.Meh,
HitResult.LargeTickHit,
};
}
public override string GetDisplayNameForHitResult(HitResult result)
{
switch (result)
{
case HitResult.LargeTickHit:
return "hold tick";
}
return base.GetDisplayNameForHitResult(result);
}
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public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => new[]
{
new StatisticRow
{
Columns = new[]
{
new StatisticItem("Timing Distribution", new HitEventTimingDistributionGraph(score.HitEvents)
{
RelativeSizeAxes = Axes.X,
Height = 250
}),
}
},
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new StatisticRow
{
Columns = new[]
{
new StatisticItem(string.Empty, new SimpleStatisticTable(3, new SimpleStatisticItem[]
{
new UnstableRate(score.HitEvents)
}))
}
}
};
public override IRulesetFilterCriteria CreateRulesetFilterCriteria()
{
return new ManiaFilterCriteria();
}
public override RulesetSetupSection CreateEditorSetupSection() => new ManiaSetupSection();
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}
public enum PlayfieldType
{
/// <summary>
/// Columns are grouped into a single stage.
/// Number of columns in this stage lies at (item - Single).
/// </summary>
Single = 0,
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/// <summary>
/// Columns are grouped into two stages.
/// Overall number of columns lies at (item - Dual), further computation is required for
/// number of columns in each individual stage.
/// </summary>
Dual = 1000,
}
}