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Merge pull request #10503 from smoogipoo/fix-mod-combinations
Fix MultiMod difficulty calculator combinations not generating correctly
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commit
1684c4f412
@ -94,6 +94,52 @@ namespace osu.Game.Tests.NonVisual
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Assert.IsTrue(combinations[2] is ModIncompatibleWithAofA);
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}
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[Test]
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public void TestMultiModFlattening()
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{
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var combinations = new TestLegacyDifficultyCalculator(new ModA(), new MultiMod(new ModB(), new ModC())).CreateDifficultyAdjustmentModCombinations();
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Assert.AreEqual(4, combinations.Length);
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Assert.IsTrue(combinations[0] is ModNoMod);
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Assert.IsTrue(combinations[1] is ModA);
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Assert.IsTrue(combinations[2] is MultiMod);
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Assert.IsTrue(combinations[3] is MultiMod);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[0] is ModA);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[1] is ModB);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[2] is ModC);
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Assert.IsTrue(((MultiMod)combinations[3]).Mods[0] is ModB);
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Assert.IsTrue(((MultiMod)combinations[3]).Mods[1] is ModC);
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}
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[Test]
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public void TestIncompatibleThroughMultiMod()
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{
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var combinations = new TestLegacyDifficultyCalculator(new ModA(), new MultiMod(new ModB(), new ModIncompatibleWithA())).CreateDifficultyAdjustmentModCombinations();
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Assert.AreEqual(3, combinations.Length);
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Assert.IsTrue(combinations[0] is ModNoMod);
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Assert.IsTrue(combinations[1] is ModA);
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Assert.IsTrue(combinations[2] is MultiMod);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[0] is ModB);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[1] is ModIncompatibleWithA);
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}
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[Test]
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public void TestIncompatibleWithSameInstanceViaMultiMod()
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{
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var combinations = new TestLegacyDifficultyCalculator(new ModA(), new MultiMod(new ModA(), new ModB())).CreateDifficultyAdjustmentModCombinations();
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Assert.AreEqual(3, combinations.Length);
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Assert.IsTrue(combinations[0] is ModNoMod);
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Assert.IsTrue(combinations[1] is ModA);
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Assert.IsTrue(combinations[2] is MultiMod);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[0] is ModA);
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Assert.IsTrue(((MultiMod)combinations[2]).Mods[1] is ModB);
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}
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private class ModA : Mod
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{
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public override string Name => nameof(ModA);
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@ -112,6 +158,13 @@ namespace osu.Game.Tests.NonVisual
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public override Type[] IncompatibleMods => new[] { typeof(ModIncompatibleWithAAndB) };
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}
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private class ModC : Mod
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{
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public override string Name => nameof(ModC);
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public override string Acronym => nameof(ModC);
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public override double ScoreMultiplier => 1;
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}
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private class ModIncompatibleWithA : Mod
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{
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public override string Name => $"Incompatible With {nameof(ModA)}";
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@ -105,10 +105,11 @@ namespace osu.Game.Rulesets.Difficulty
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(Array.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
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return createDifficultyAdjustmentModCombinations(DifficultyAdjustmentMods, Array.Empty<Mod>()).ToArray();
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IEnumerable<Mod> createDifficultyAdjustmentModCombinations(IEnumerable<Mod> currentSet, Mod[] adjustmentSet, int currentSetCount = 0, int adjustmentSetStart = 0)
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static IEnumerable<Mod> createDifficultyAdjustmentModCombinations(ReadOnlyMemory<Mod> remainingMods, IEnumerable<Mod> currentSet, int currentSetCount = 0)
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{
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// Return the current set.
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switch (currentSetCount)
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{
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case 0:
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@ -128,18 +129,43 @@ namespace osu.Game.Rulesets.Difficulty
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break;
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}
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// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
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// combinations in further recursions, so a moving subset is used to eliminate this effect
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for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
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// Apply the rest of the remaining mods recursively.
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for (int i = 0; i < remainingMods.Length; i++)
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{
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var adjustmentMod = adjustmentSet[i];
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if (currentSet.Any(c => c.IncompatibleMods.Any(m => m.IsInstanceOfType(adjustmentMod))))
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var (nextSet, nextCount) = flatten(remainingMods.Span[i]);
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// Check if any mods in the next set are incompatible with any of the current set.
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if (currentSet.SelectMany(m => m.IncompatibleMods).Any(c => nextSet.Any(c.IsInstanceOfType)))
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continue;
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foreach (var combo in createDifficultyAdjustmentModCombinations(currentSet.Append(adjustmentMod), adjustmentSet, currentSetCount + 1, i + 1))
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// Check if any mods in the next set are the same type as the current set. Mods of the exact same type are not incompatible with themselves.
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if (currentSet.Any(c => nextSet.Any(n => c.GetType() == n.GetType())))
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continue;
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// If all's good, attach the next set to the current set and recurse further.
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foreach (var combo in createDifficultyAdjustmentModCombinations(remainingMods.Slice(i + 1), currentSet.Concat(nextSet), currentSetCount + nextCount))
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yield return combo;
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}
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}
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// Flattens a mod hierarchy (through MultiMod) as an IEnumerable<Mod>
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static (IEnumerable<Mod> set, int count) flatten(Mod mod)
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{
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if (!(mod is MultiMod multi))
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return (mod.Yield(), 1);
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IEnumerable<Mod> set = Enumerable.Empty<Mod>();
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int count = 0;
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foreach (var nested in multi.Mods)
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{
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var (nestedSet, nestedCount) = flatten(nested);
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set = set.Concat(nestedSet);
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count += nestedCount;
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}
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return (set, count);
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}
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}
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/// <summary>
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