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Add difficulty application mods
Also fixes circular references when using IJsonSerializable.
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@ -7,6 +7,7 @@ using osu.Game.Rulesets.Objects;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.IO.Serialization;
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namespace osu.Game.Beatmaps
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{
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@ -45,7 +46,7 @@ namespace osu.Game.Beatmaps
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/// <param name="original">The original beatmap to use the parameters of.</param>
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public Beatmap(Beatmap original = null)
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{
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BeatmapInfo = original?.BeatmapInfo ?? BeatmapInfo;
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BeatmapInfo = original?.BeatmapInfo.DeepClone() ?? BeatmapInfo;
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ControlPointInfo = original?.ControlPointInfo ?? ControlPointInfo;
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Breaks = original?.Breaks ?? Breaks;
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ComboColors = original?.ComboColors ?? ComboColors;
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@ -52,7 +52,14 @@ namespace osu.Game.Beatmaps
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{
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lock (beatmapLock)
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{
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return beatmap ?? (beatmap = GetBeatmap());
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if (beatmap != null) return beatmap;
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beatmap = GetBeatmap();
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// use the database-backed info.
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beatmap.BeatmapInfo = BeatmapInfo;
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return beatmap;
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}
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}
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}
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@ -13,7 +13,7 @@ namespace osu.Game.IO.Serialization
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{
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public static string Serialize(this IJsonSerializable obj)
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{
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return JsonConvert.SerializeObject(obj);
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return JsonConvert.SerializeObject(obj, new JsonSerializerSettings { ReferenceLoopHandling = ReferenceLoopHandling.Ignore });
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}
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public static T Deserialize<T>(this string objString)
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15
osu.Game/Rulesets/Mods/IApplicableToDifficulty.cs
Normal file
15
osu.Game/Rulesets/Mods/IApplicableToDifficulty.cs
Normal file
@ -0,0 +1,15 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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namespace osu.Game.Rulesets.Mods
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{
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/// <summary>
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/// An interface for mods that make general adjustments to difficulty.
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/// </summary>
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public interface IApplicableToDifficulty
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{
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void ApplyToDifficulty(BeatmapDifficulty difficulty);
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}
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}
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@ -2,11 +2,12 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModEasy : Mod
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public abstract class ModEasy : Mod, IApplicableToDifficulty
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{
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public override string Name => "Easy";
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public override FontAwesome Icon => FontAwesome.fa_osu_mod_easy;
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@ -15,5 +16,14 @@ namespace osu.Game.Rulesets.Mods
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public override double ScoreMultiplier => 0.5;
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public override bool Ranked => true;
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public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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const float ratio = 0.5f;
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difficulty.CircleSize *= ratio;
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difficulty.ApproachRate *= ratio;
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difficulty.DrainRate *= ratio;
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difficulty.OverallDifficulty *= ratio;
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}
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}
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}
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@ -2,16 +2,26 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModHardRock : Mod
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public abstract class ModHardRock : Mod, IApplicableToDifficulty
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{
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public override string Name => "Hard Rock";
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public override FontAwesome Icon => FontAwesome.fa_osu_mod_hardrock;
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public override ModType Type => ModType.DifficultyIncrease;
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public override string Description => "Everything just got a bit harder...";
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy) };
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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const float ratio = 1.4f;
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difficulty.CircleSize *= ratio;
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difficulty.ApproachRate *= ratio;
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difficulty.DrainRate *= ratio;
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difficulty.OverallDifficulty *= ratio;
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}
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}
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}
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@ -153,6 +153,10 @@ namespace osu.Game.Rulesets.UI
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// Convert the beatmap
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Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
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// Apply difficulty adjustments from mods before using Difficulty.
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foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(Beatmap.BeatmapInfo.Difficulty);
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// Apply defaults
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foreach (var h in Beatmap.HitObjects)
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h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.Difficulty);
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@ -163,7 +167,7 @@ namespace osu.Game.Rulesets.UI
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ApplyBeatmap();
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// Add mods, should always be the last thing applied to give full control to mods
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applyMods(beatmap.Mods.Value);
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applyMods(Mods);
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}
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/// <summary>
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@ -22,6 +22,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Framework.Audio.Sample;
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using osu.Game.Beatmaps;
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namespace osu.Game.Screens.Play
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{
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@ -77,23 +78,28 @@ namespace osu.Game.Screens.Play
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Ruleset rulesetInstance;
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WorkingBeatmap working = Beatmap.Value;
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Beatmap beatmap;
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try
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{
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if (Beatmap.Value.Beatmap == null)
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beatmap = working.Beatmap;
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if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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ruleset = osu?.Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = osu?.Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
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rulesetInstance = ruleset.CreateInstance();
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try
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{
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HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, ruleset.ID == Beatmap.Value.BeatmapInfo.Ruleset.ID);
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HitRenderer = rulesetInstance.CreateHitRendererWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// we may fail to create a HitRenderer if the beatmap cannot be loaded with the user's preferred ruleset
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// let's try again forcing the beatmap's ruleset.
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ruleset = Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = beatmap.BeatmapInfo.Ruleset;
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rulesetInstance = ruleset.CreateInstance();
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HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, true);
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}
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@ -110,11 +116,11 @@ namespace osu.Game.Screens.Play
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return;
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}
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adjustableSourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
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adjustableSourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = HitRenderer.Objects.First().StartTime;
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, Beatmap.Value.BeatmapInfo.AudioLeadIn)));
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn)));
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decoupledClock.ProcessFrame();
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offsetClock = new FramedOffsetClock(decoupledClock);
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@ -127,7 +133,7 @@ namespace osu.Game.Screens.Play
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{
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adjustableSourceClock.Reset();
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foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToClock>())
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foreach (var mod in working.Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(adjustableSourceClock);
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decoupledClock.ChangeSource(adjustableSourceClock);
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@ -195,7 +201,7 @@ namespace osu.Game.Screens.Play
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hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
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hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
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hudOverlay.ModDisplay.Current.BindTo(Beatmap.Value.Mods);
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hudOverlay.ModDisplay.Current.BindTo(working.Mods);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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HitRenderer.OnAllJudged += onCompletion;
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@ -117,6 +117,7 @@
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<Compile Include="Overlays\Profile\Sections\RanksSection.cs" />
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<Compile Include="Overlays\Profile\Sections\RecentSection.cs" />
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<Compile Include="Graphics\Containers\ConstrainedIconContainer.cs" />
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<Compile Include="Rulesets\Mods\IApplicableToDifficulty.cs" />
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<Compile Include="Users\UserCoverBackground.cs" />
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<Compile Include="Overlays\UserProfileOverlay.cs" />
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<Compile Include="Overlays\Profile\ProfileHeader.cs" />
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