diff --git a/.github/workflows/diffcalc.yml b/.github/workflows/diffcalc.yml index 9f129a697c..7fb0709dec 100644 --- a/.github/workflows/diffcalc.yml +++ b/.github/workflows/diffcalc.yml @@ -361,8 +361,7 @@ jobs: uses: thollander/actions-comment-pull-request@fabd468d3a1a0b97feee5f6b9e499eab0dd903f6 # v2.5.0 with: comment_tag: ${{ env.EXECUTION_ID }} - mode: upsert - create_if_not_exists: false + mode: recreate message: | Target: ${{ needs.generator.outputs.TARGET }} Spreadsheet: ${{ needs.generator.outputs.SPREADSHEET_LINK }} @@ -372,8 +371,7 @@ jobs: uses: thollander/actions-comment-pull-request@fabd468d3a1a0b97feee5f6b9e499eab0dd903f6 # v2.5.0 with: comment_tag: ${{ env.EXECUTION_ID }} - mode: upsert - create_if_not_exists: false + mode: recreate message: | Difficulty calculation failed: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }} diff --git a/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs b/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs index 17b51085da..efda3fa369 100644 --- a/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs +++ b/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs @@ -15,21 +15,21 @@ public class OsuDifficultyCalculatorTest : DifficultyCalculatorTest { protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests"; - [TestCase(6.7154251995274938d, 239, "diffcalc-test")] - [TestCase(1.4430610657612626d, 54, "zero-length-sliders")] + [TestCase(6.7171144000821119d, 239, "diffcalc-test")] + [TestCase(1.4485749025771304d, 54, "zero-length-sliders")] [TestCase(0.42630400627180914d, 4, "very-fast-slider")] [TestCase(0.14143808967817237d, 2, "nan-slider")] public void Test(double expectedStarRating, int expectedMaxCombo, string name) => base.Test(expectedStarRating, expectedMaxCombo, name); - [TestCase(8.9808183779700208d, 239, "diffcalc-test")] - [TestCase(1.7483507893412422d, 54, "zero-length-sliders")] + [TestCase(8.9825709931204205d, 239, "diffcalc-test")] + [TestCase(1.7550169162648608d, 54, "zero-length-sliders")] [TestCase(0.55231632896800109d, 4, "very-fast-slider")] public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name) => Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime()); - [TestCase(6.7154251995274938d, 239, "diffcalc-test")] - [TestCase(1.4430610657612626d, 54, "zero-length-sliders")] + [TestCase(6.7171144000821119d, 239, "diffcalc-test")] + [TestCase(1.4485749025771304d, 54, "zero-length-sliders")] [TestCase(0.42630400627180914d, 4, "very-fast-slider")] public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name) => Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic()); diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs index f2218a89a7..d10d2c5c05 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs @@ -2,6 +2,8 @@ // See the LICENCE file in the repository root for full licence text. using System; +using System.Collections.Generic; +using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Objects; @@ -10,8 +12,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { public static class RhythmEvaluator { - private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max. - private const double rhythm_multiplier = 0.75; + private const int history_time_max = 5 * 1000; // 5 seconds + private const int history_objects_max = 32; + private const double rhythm_overall_multiplier = 0.95; + private const double rhythm_ratio_multiplier = 12.0; /// /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . @@ -21,15 +25,22 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current) if (current.BaseObject is Spinner) return 0; - int previousIslandSize = 0; - double rhythmComplexitySum = 0; - int islandSize = 1; + + double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3; + + var island = new Island(deltaDifferenceEpsilon); + var previousIsland = new Island(deltaDifferenceEpsilon); + + // we can't use dictionary here because we need to compare island with a tolerance + // which is impossible to pass into the hash comparer + var islandCounts = new List<(Island Island, int Count)>(); + double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms bool firstDeltaSwitch = false; - int historicalNoteCount = Math.Min(current.Index, 32); + int historicalNoteCount = Math.Min(current.Index, history_objects_max); int rhythmStart = 0; @@ -39,74 +50,177 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current) OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart); OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1); + // we go from the furthest object back to the current one for (int i = rhythmStart; i > 0; i--) { OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1); - double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now + // scales note 0 to 1 from history to now + double timeDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; + double noteDecay = (double)(historicalNoteCount - i) / historicalNoteCount; - currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count. + double currHistoricalDecay = Math.Min(noteDecay, timeDecay); // either we're limited by time or limited by object count. double currDelta = currObj.StrainTime; double prevDelta = prevObj.StrainTime; double lastDelta = lastObj.StrainTime; - double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses. - double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3)); + // calculate how much current delta difference deserves a rhythm bonus + // this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200) + double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta); + double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2)); - windowPenalty = Math.Min(1, windowPenalty); + // reduce ratio bonus if delta difference is too big + double fraction = Math.Max(prevDelta / currDelta, currDelta / prevDelta); + double fractionMultiplier = Math.Clamp(2.0 - fraction / 8.0, 0.0, 1.0); - double effectiveRatio = windowPenalty * currRatio; + double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon); + + double effectiveRatio = windowPenalty * currRatio * fractionMultiplier; if (firstDeltaSwitch) { - if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta)) + if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon) { - if (islandSize < 7) - islandSize++; // island is still progressing, count size. + // island is still progressing + island.AddDelta((int)currDelta); } else { - if (currObj.BaseObject is Slider) // bpm change is into slider, this is easy acc window + // bpm change is into slider, this is easy acc window + if (currObj.BaseObject is Slider) effectiveRatio *= 0.125; - if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle - effectiveRatio *= 0.25; + // bpm change was from a slider, this is easier typically than circle -> circle + // unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders + if (prevObj.BaseObject is Slider) + effectiveRatio *= 0.3; - if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet) - effectiveRatio *= 0.25; + // repeated island polarity (2 -> 4, 3 -> 5) + if (island.IsSimilarPolarity(previousIsland)) + effectiveRatio *= 0.5; - if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5) - effectiveRatio *= 0.50; - - if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this. + // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this. + if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon) effectiveRatio *= 0.125; - rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2; + // repeated island size (ex: triplet -> triplet) + // TODO: remove this nerf since its staying here only for balancing purposes because of the flawed ratio calculation + if (previousIsland.DeltaCount == island.DeltaCount) + effectiveRatio *= 0.5; + + var islandCount = islandCounts.FirstOrDefault(x => x.Island.Equals(island)); + + if (islandCount != default) + { + int countIndex = islandCounts.IndexOf(islandCount); + + // only add island to island counts if they're going one after another + if (previousIsland.Equals(island)) + islandCount.Count++; + + // repeated island (ex: triplet -> triplet) + double power = logistic(island.Delta, 2.75, 0.24, 14); + effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power)); + + islandCounts[countIndex] = (islandCount.Island, islandCount.Count); + } + else + { + islandCounts.Add((island, 1)); + } + + // scale down the difficulty if the object is doubletappable + double doubletapness = prevObj.GetDoubletapness(currObj); + effectiveRatio *= 1 - doubletapness * 0.75; + + rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay; startRatio = effectiveRatio; - previousIslandSize = islandSize; // log the last island size. + previousIsland = island; - if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting - firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size. + if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting + firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size. - islandSize = 1; + island = new Island((int)currDelta, deltaDifferenceEpsilon); } } - else if (prevDelta > 1.25 * currDelta) // we want to be speeding up. + else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we're speeding up { // Begin counting island until we change speed again. firstDeltaSwitch = true; + + // bpm change is into slider, this is easy acc window + if (currObj.BaseObject is Slider) + effectiveRatio *= 0.6; + + // bpm change was from a slider, this is easier typically than circle -> circle + // unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders + if (prevObj.BaseObject is Slider) + effectiveRatio *= 0.6; + startRatio = effectiveRatio; - islandSize = 1; + + island = new Island((int)currDelta, deltaDifferenceEpsilon); } lastObj = prevObj; prevObj = currObj; } - return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though) + return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though) + } + + private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x)))); + + private class Island : IEquatable + { + private readonly double deltaDifferenceEpsilon; + + public Island(double epsilon) + { + deltaDifferenceEpsilon = epsilon; + } + + public Island(int delta, double epsilon) + { + deltaDifferenceEpsilon = epsilon; + Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME); + DeltaCount++; + } + + public int Delta { get; private set; } = int.MaxValue; + public int DeltaCount { get; private set; } + + public void AddDelta(int delta) + { + if (Delta == int.MaxValue) + Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME); + + DeltaCount++; + } + + public bool IsSimilarPolarity(Island other) + { + // TODO: consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple) + // naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation + return DeltaCount % 2 == other.DeltaCount % 2; + } + + public bool Equals(Island? other) + { + if (other == null) + return false; + + return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon && + DeltaCount == other.DeltaCount; + } + + public override string ToString() + { + return $"{Delta}x{DeltaCount}"; + } } } } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/SpeedEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/SpeedEvaluator.cs index da1cb4b3b3..c220352ee0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/SpeedEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/SpeedEvaluator.cs @@ -31,21 +31,9 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current) // derive strainTime for calculation var osuCurrObj = (OsuDifficultyHitObject)current; var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null; - var osuNextObj = (OsuDifficultyHitObject?)current.Next(0); double strainTime = osuCurrObj.StrainTime; - double doubletapness = 1; - - // Nerf doubletappable doubles. - if (osuNextObj != null) - { - double currDeltaTime = Math.Max(1, osuCurrObj.DeltaTime); - double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime); - double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime); - double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference); - double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / osuCurrObj.HitWindowGreat), 2); - doubletapness = Math.Pow(speedRatio, 1 - windowRatio); - } + double doubletapness = 1.0 - osuCurrObj.GetDoubletapness((OsuDifficultyHitObject?)osuCurrObj.Next(0)); // Cap deltatime to the OD 300 hitwindow. // 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap. diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 1fea5ef8cc..435e8452d3 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -16,6 +16,8 @@ public class OsuPerformanceCalculator : PerformanceCalculator { public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things. + private bool usingClassicSliderAccuracy; + private double accuracy; private int scoreMaxCombo; private int countGreat; @@ -34,6 +36,8 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s { var osuAttributes = (OsuDifficultyAttributes)attributes; + usingClassicSliderAccuracy = score.Mods.OfType().Any(m => m.NoSliderHeadAccuracy.Value); + accuracy = score.Accuracy; scoreMaxCombo = score.MaxCombo; countGreat = score.Statistics.GetValueOrDefault(HitResult.Great); @@ -193,6 +197,8 @@ private double computeAccuracyValue(ScoreInfo score, OsuDifficultyAttributes att // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window. double betterAccuracyPercentage; int amountHitObjectsWithAccuracy = attributes.HitCircleCount; + if (!usingClassicSliderAccuracy) + amountHitObjectsWithAccuracy += attributes.SliderCount; if (amountHitObjectsWithAccuracy > 0) betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6); diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 0e537632b1..3eaf500ad7 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -20,7 +20,8 @@ public class OsuDifficultyHitObject : DifficultyHitObject /// public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths. - private const int min_delta_time = 25; + public const int MIN_DELTA_TIME = 25; + private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f; private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f; @@ -93,7 +94,7 @@ public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObje this.lastObject = (OsuHitObject)lastObject; // Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects. - StrainTime = Math.Max(DeltaTime, min_delta_time); + StrainTime = Math.Max(DeltaTime, MIN_DELTA_TIME); if (BaseObject is Slider sliderObject) { @@ -136,6 +137,24 @@ public double OpacityAt(double time, bool hidden) return Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0); } + /// + /// Returns how possible is it to doubletap this object together with the next one and get perfect judgement in range from 0 to 1 + /// + public double GetDoubletapness(OsuDifficultyHitObject? osuNextObj) + { + if (osuNextObj != null) + { + double currDeltaTime = Math.Max(1, DeltaTime); + double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime); + double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime); + double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference); + double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindowGreat), 2); + return 1.0 - Math.Pow(speedRatio, 1 - windowRatio); + } + + return 0; + } + private void setDistances(double clockRate) { if (BaseObject is Slider currentSlider) @@ -143,7 +162,7 @@ private void setDistances(double clockRate) computeSliderCursorPosition(currentSlider); // Bonus for repeat sliders until a better per nested object strain system can be achieved. TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5); - TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time); + TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME); } // We don't need to calculate either angle or distance when one of the last->curr objects is a spinner @@ -167,8 +186,8 @@ private void setDistances(double clockRate) if (lastObject is Slider lastSlider) { - double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time); - MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time); + double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME); + MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, MIN_DELTA_TIME); // // There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects. diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index 48e421211f..faf91e4652 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -23,7 +23,7 @@ public Aim(Mod[] mods, bool withSliders) private double currentStrain; - private double skillMultiplier => 24.983; + private double skillMultiplier => 25.18; private double strainDecayBase => 0.15; private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); diff --git a/osu.Game.Tournament/Screens/Editors/Components/DeleteRoundDialog.cs b/osu.Game.Tournament/Screens/Editors/Components/DeleteRoundDialog.cs index 769412bf94..6fff5111bd 100644 --- a/osu.Game.Tournament/Screens/Editors/Components/DeleteRoundDialog.cs +++ b/osu.Game.Tournament/Screens/Editors/Components/DeleteRoundDialog.cs @@ -2,18 +2,16 @@ // See the LICENCE file in the repository root for full licence text. using System; -using osu.Framework.Graphics.Sprites; using osu.Game.Overlays.Dialog; using osu.Game.Tournament.Models; namespace osu.Game.Tournament.Screens.Editors.Components { - public partial class DeleteRoundDialog : DangerousActionDialog + public partial class DeleteRoundDialog : DeletionDialog { public DeleteRoundDialog(TournamentRound round, Action action) { HeaderText = round.Name.Value.Length > 0 ? $@"Delete round ""{round.Name.Value}""?" : @"Delete unnamed round?"; - Icon = FontAwesome.Solid.Trash; DangerousAction = action; } } diff --git a/osu.Game.Tournament/Screens/Editors/Components/DeleteTeamDialog.cs b/osu.Game.Tournament/Screens/Editors/Components/DeleteTeamDialog.cs index 65fb47cf94..cf1dffba0c 100644 --- a/osu.Game.Tournament/Screens/Editors/Components/DeleteTeamDialog.cs +++ b/osu.Game.Tournament/Screens/Editors/Components/DeleteTeamDialog.cs @@ -2,20 +2,18 @@ // See the LICENCE file in the repository root for full licence text. using System; -using osu.Framework.Graphics.Sprites; using osu.Game.Overlays.Dialog; using osu.Game.Tournament.Models; namespace osu.Game.Tournament.Screens.Editors.Components { - public partial class DeleteTeamDialog : DangerousActionDialog + public partial class DeleteTeamDialog : DeletionDialog { public DeleteTeamDialog(TournamentTeam team, Action action) { HeaderText = team.FullName.Value.Length > 0 ? $@"Delete team ""{team.FullName.Value}""?" : team.Acronym.Value.Length > 0 ? $@"Delete team ""{team.Acronym.Value}""?" : @"Delete unnamed team?"; - Icon = FontAwesome.Solid.Trash; DangerousAction = action; } } diff --git a/osu.Game/Collections/DeleteCollectionDialog.cs b/osu.Game/Collections/DeleteCollectionDialog.cs index 9edc213077..80a7fa4bc0 100644 --- a/osu.Game/Collections/DeleteCollectionDialog.cs +++ b/osu.Game/Collections/DeleteCollectionDialog.cs @@ -8,7 +8,7 @@ namespace osu.Game.Collections { - public partial class DeleteCollectionDialog : DangerousActionDialog + public partial class DeleteCollectionDialog : DeletionDialog { public DeleteCollectionDialog(Live collection, Action deleteAction) { diff --git a/osu.Game/Localisation/DialogStrings.cs b/osu.Game/Localisation/DialogStrings.cs index 043a3f5b4c..a7634575b8 100644 --- a/osu.Game/Localisation/DialogStrings.cs +++ b/osu.Game/Localisation/DialogStrings.cs @@ -12,7 +12,12 @@ public static class DialogStrings /// /// "Caution" /// - public static LocalisableString Caution => new TranslatableString(getKey(@"header_text"), @"Caution"); + public static LocalisableString CautionHeaderText => new TranslatableString(getKey(@"header_text"), @"Caution"); + + /// + /// "Are you sure you want to delete the following:" + /// + public static LocalisableString DeletionHeaderText => new TranslatableString(getKey(@"deletion_header_text"), @"Are you sure you want to delete the following:"); /// /// "Yes. Go for it." diff --git a/osu.Game/Online/Chat/ExternalLinkOpener.cs b/osu.Game/Online/Chat/ExternalLinkOpener.cs index 90fec5fafd..1c48a4fe6d 100644 --- a/osu.Game/Online/Chat/ExternalLinkOpener.cs +++ b/osu.Game/Online/Chat/ExternalLinkOpener.cs @@ -46,7 +46,7 @@ public partial class ExternalLinkDialog : PopupDialog { public ExternalLinkDialog(string url, Action openExternalLinkAction, Action copyExternalLinkAction) { - HeaderText = DialogStrings.Caution; + HeaderText = DialogStrings.CautionHeaderText; BodyText = $"Are you sure you want to open the following link in a web browser?\n\n{url}"; Icon = FontAwesome.Solid.ExclamationTriangle; diff --git a/osu.Game/Overlays/Dialog/DangerousActionDialog.cs b/osu.Game/Overlays/Dialog/DangerousActionDialog.cs index 31160d1832..287b0fa2c6 100644 --- a/osu.Game/Overlays/Dialog/DangerousActionDialog.cs +++ b/osu.Game/Overlays/Dialog/DangerousActionDialog.cs @@ -30,9 +30,9 @@ public abstract partial class DangerousActionDialog : PopupDialog protected DangerousActionDialog() { - HeaderText = DialogStrings.Caution; + HeaderText = DialogStrings.CautionHeaderText; - Icon = FontAwesome.Regular.TrashAlt; + Icon = FontAwesome.Solid.ExclamationTriangle; Buttons = new PopupDialogButton[] { diff --git a/osu.Game/Overlays/Dialog/DeletionDialog.cs b/osu.Game/Overlays/Dialog/DeletionDialog.cs new file mode 100644 index 0000000000..26a29068a9 --- /dev/null +++ b/osu.Game/Overlays/Dialog/DeletionDialog.cs @@ -0,0 +1,20 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using osu.Framework.Graphics.Sprites; +using osu.Game.Localisation; + +namespace osu.Game.Overlays.Dialog +{ + /// + /// A dialog which provides confirmation for deletion of something. + /// + public abstract partial class DeletionDialog : DangerousActionDialog + { + protected DeletionDialog() + { + HeaderText = DialogStrings.DeletionHeaderText; + Icon = FontAwesome.Solid.Trash; + } + } +} diff --git a/osu.Game/Overlays/Mods/DeleteModPresetDialog.cs b/osu.Game/Overlays/Mods/DeleteModPresetDialog.cs index 9788764453..5651ecb34c 100644 --- a/osu.Game/Overlays/Mods/DeleteModPresetDialog.cs +++ b/osu.Game/Overlays/Mods/DeleteModPresetDialog.cs @@ -7,7 +7,7 @@ namespace osu.Game.Overlays.Mods { - public partial class DeleteModPresetDialog : DangerousActionDialog + public partial class DeleteModPresetDialog : DeletionDialog { public DeleteModPresetDialog(Live modPreset) { diff --git a/osu.Game/Overlays/Settings/Sections/Maintenance/MassDeleteConfirmationDialog.cs b/osu.Game/Overlays/Settings/Sections/Maintenance/MassDeleteConfirmationDialog.cs index 7ead815fe9..a7a7ee2590 100644 --- a/osu.Game/Overlays/Settings/Sections/Maintenance/MassDeleteConfirmationDialog.cs +++ b/osu.Game/Overlays/Settings/Sections/Maintenance/MassDeleteConfirmationDialog.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using System; +using osu.Framework.Graphics.Sprites; using osu.Framework.Localisation; using osu.Game.Overlays.Dialog; @@ -12,6 +13,7 @@ public partial class MassDeleteConfirmationDialog : DangerousActionDialog public MassDeleteConfirmationDialog(Action deleteAction, LocalisableString deleteContent) { BodyText = deleteContent; + Icon = FontAwesome.Solid.Trash; DangerousAction = deleteAction; } } diff --git a/osu.Game/Screens/Edit/DeleteDifficultyConfirmationDialog.cs b/osu.Game/Screens/Edit/DeleteDifficultyConfirmationDialog.cs index 8556949528..1aeb1d8a40 100644 --- a/osu.Game/Screens/Edit/DeleteDifficultyConfirmationDialog.cs +++ b/osu.Game/Screens/Edit/DeleteDifficultyConfirmationDialog.cs @@ -7,7 +7,7 @@ namespace osu.Game.Screens.Edit { - public partial class DeleteDifficultyConfirmationDialog : DangerousActionDialog + public partial class DeleteDifficultyConfirmationDialog : DeletionDialog { public DeleteDifficultyConfirmationDialog(BeatmapInfo beatmapInfo, Action deleteAction) { diff --git a/osu.Game/Screens/Select/BeatmapDeleteDialog.cs b/osu.Game/Screens/Select/BeatmapDeleteDialog.cs index e98af8cca2..8bc40dbd9e 100644 --- a/osu.Game/Screens/Select/BeatmapDeleteDialog.cs +++ b/osu.Game/Screens/Select/BeatmapDeleteDialog.cs @@ -7,7 +7,7 @@ namespace osu.Game.Screens.Select { - public partial class BeatmapDeleteDialog : DangerousActionDialog + public partial class BeatmapDeleteDialog : DeletionDialog { private readonly BeatmapSetInfo beatmapSet; diff --git a/osu.Game/Screens/Select/LocalScoreDeleteDialog.cs b/osu.Game/Screens/Select/LocalScoreDeleteDialog.cs index cd98872b65..ec2b8437e1 100644 --- a/osu.Game/Screens/Select/LocalScoreDeleteDialog.cs +++ b/osu.Game/Screens/Select/LocalScoreDeleteDialog.cs @@ -4,11 +4,10 @@ using osu.Framework.Allocation; using osu.Game.Overlays.Dialog; using osu.Game.Scoring; -using osu.Framework.Graphics.Sprites; namespace osu.Game.Screens.Select { - public partial class LocalScoreDeleteDialog : DangerousActionDialog + public partial class LocalScoreDeleteDialog : DeletionDialog { private readonly ScoreInfo score; @@ -21,8 +20,6 @@ public LocalScoreDeleteDialog(ScoreInfo score) private void load(ScoreManager scoreManager) { BodyText = $"{score.User} ({score.DisplayAccuracy}, {score.Rank})"; - - Icon = FontAwesome.Regular.TrashAlt; DangerousAction = () => scoreManager.Delete(score); } } diff --git a/osu.Game/Screens/Select/SkinDeleteDialog.cs b/osu.Game/Screens/Select/SkinDeleteDialog.cs index 6612ae837a..cd14b5b6d2 100644 --- a/osu.Game/Screens/Select/SkinDeleteDialog.cs +++ b/osu.Game/Screens/Select/SkinDeleteDialog.cs @@ -7,7 +7,7 @@ namespace osu.Game.Screens.Select { - public partial class SkinDeleteDialog : DangerousActionDialog + public partial class SkinDeleteDialog : DeletionDialog { private readonly Skin skin;